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1#version 460
2#extension GL_NV_ray_tracing : enable
3layout(binding = 0, set = 0) uniform accelerationStructureNV accNV0;
4layout(binding = 1, set = 0) uniform accelerationStructureNV accNV1; // Unused
5layout(location = 0) rayPayloadNV vec4 payload;
6layout(shaderRecordNV) buffer block
7{
8	float arr[4];
9	vec4 pad;
10};
11void main()
12{
13    uint lx = gl_LaunchIDNV.x;
14    uint ly = gl_LaunchIDNV.y;
15    uint sx = gl_LaunchSizeNV.x;
16    uint sy = gl_LaunchSizeNV.y;
17    traceNV(accNV0, lx, ly, sx, sy, 0u, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, 1);
18    arr[3] = 1.0f;
19    pad = payload;
20}
21